Jperzio Jperzio

No novalith cannon plz!! I hate super weps

No novalith cannon plz!! I hate super weps

Who thinks the same as i do?

i simply hate super weps they are annoying and just snipe you from miles away which ruins the game. Like c&c3 its just a race 2 get the first super wepon and kill other people super wepon then use urs its just crap. I prefer games with no super long range wepons or super wepons. with super long range wepons and super wepons u can build ur defensis up and just blast away at the bad guys from miles away.
115,187 views 78 replies
Reply #51 Top
LOL I had to create an account due to this thread.

I been playing Supcom since release online, and am likely to start playing this in Beta 3 and dropping Supcom for the while.

In terms of Superweapons, they do not detract from strategy. The whole strategy behind them is getting them built. Regardless of arguments around Supcom units, the whole basis of that RTS is economy building, there is very little in it that cannot be countered. The only thing that wins 90% of Supcom matches is economy management, unit strategy is actually very limited past Tier 1. It usually boils down to economy skills.

None of the "super-weapons" in Supcom are end gamers, all are stoppable, the reason why they end games is because they are very expensive to build and that means the person with the best economy can afford them. Usually, it doesn't matter what they plough their resources into, they will eventually wear down their opponent.

The whole point is that if you allow your opponent to build a super weapon, then you should rightfully lose. And you are correct in some ways, the super weapons make up for deficiencies in the gameplay. Notably, that in Supcom defenses are very powerful and conventional units soon lose their effectiveness. However, the game has to end at some point and I would rather have a big megacannon, than a stalemate of millions of units.
Reply #52 Top


The odds are against it working. That point is obvious to even the meanest of intelligences.


I'm sorry, but when you eliminate the impossible whatever remains, however improbable (or contrary to logic) is the truth. And the fact is, people use the tactic successfully. Sure, its based on the opposing player not noticing (throw in a nice little diversionary attack if you want, I don't mind!) but they do do it. And it works. Ergo, its a viable tactic whether you think it is or is not.
Reply #53 Top
I didn't say it can't work or doesn't work... only that it only works against people that suck.


Lots of tactics work against people that suck... that is one of them.
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In terms of Superweapons, they do not detract from strategy. The whole strategy behind them is getting them built. Regardless of arguments around Supcom units, the whole basis of that RTS is economy building, there is very little in it that cannot be countered. The only thing that wins 90% of Supcom matches is economy management, unit strategy is actually very limited past Tier 1. It usually boils down to economy skills.

Exactly. You got it exactly. When you saw the demo videos for Supcom did they rav about becoming an economic master? Did they spend a lot of time showing you the new resource production buildings?



No... they showed you tanks and planes and boats blowing each other up.


So why does most of the skill have nothing to do with that? You've just proved my point. Supcom is tactically shallow and is increasingly flawed the higher you go in the tech tree.
Reply #54 Top
You've just proved my point. Supcom is tactically shallow and is increasingly flawed the higher you go in the tech tree.


Supcom was never designed to be a tactical game, it is designed to be a strategic game. I wouldn't say it is increasingly flawed as you go up the tech tree, as two equal opponents will generally counter each other until one finally makes the breakthrough.

The problem is usually that meeting someone of equal skill level in the game is quite rare, so most games are around one player being able to snowball economy more than the other.

I haven't played Sins at all yet, however, it looks like it is even more economically based than Supcom. I can't wait to get into the Beta, however, from initial impressions of reading the forums and seeing the screenies, macro management plays a far larger role than micro. Your vision of tactical battles will likely be unfulfilled, as it will be similar to supcom. Meaning that, if you spend your time microing 15 units so they beat the odds against 30 units, you will still likely lose as the guy spending his time microing his economy, will outmatch you. His time is better spent.

I agree that the ideal world of sneak attacks and heroic wins against all odds are what we dream of. However, the reality is that the player who can simply put out the most units through economic superiority will win the battle.

Super Weapons just make that quicker.
Reply #55 Top

You've just proved my point. Supcom is tactically shallow and is increasingly flawed the higher you go in the tech tree.


Supcom was never designed to be a tactical game, it is designed to be a strategic game. I wouldn't say it is increasingly flawed as you go up the tech tree, as two equal opponents will generally counter each other until one finally makes the breakthrough.

The counters don't take any thought though or cunning. They're pretty obvious and you'll use the same counters generally again and again and again.


if your economy is stronger you tend to win. It means you tech faster, produce more units, and have a stronger base...


so unless they can pull some sneaky assaination on you, you win just by making more energy and mass...


which is kinda lame really. When winning or losing comes down to who built more power stations faster...


I agree that the ideal world of sneak attacks and heroic wins against all odds are what we dream of. However, the reality is that the player who can simply put out the most units through economic superiority will win the battle.

The best games are the ones where you can dominate with sneak attacks and heroic wins.

If it always boils down to who made more ships it's not that intense.

Super Weapons just make that quicker.

They put hte game out of it's misery...

Reply #56 Top
that doesn't even make sense... how can I be copying him if I'm contradicting him in detail?


Oh, blah your posts are too long to read, all I saw was Sup Com crap in it, so its copying.
Reply #57 Top
Wouldn't it be more fun to beat Schem without giving him a handicap?
Reply #58 Top
you couldnt beat me with a handicap yourselves, whats the point?
Reply #59 Top

which is kinda lame really. When winning or losing comes down to who built more power stations faster...


And how is that different from real life?

(That said, proper use of your resources is still vital)
Reply #60 Top
Hey GreatEmperor, be sure to join up in the Galactic Empire Clan. It would be kinda strange not having an Emperor there.
Reply #61 Top
Lol, I already joined up. Dont know, might need to bring a few reforms to make the Clan a little more accessable to other players.

Reply #62 Top

that doesn't even make sense... how can I be copying him if I'm contradicting him in detail?


Oh, blah your posts are too long to read, all I saw was Sup Com crap in it, so its copying.

very well, so I was right and you're not reading the thread... and yet you criticize me for not reading it... *points* guilty.
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which is kinda lame really. When winning or losing comes down to who built more power stations faster...


And how is that different from real life?

(That said, proper use of your resources is still vital)

real life allows for better trained forces and tactical experts to dominate. Resources matter... but being outnumbered two to one often doesn't mean you'll lose.

In most rts games being out numbered two to one does mean you'll lose. This is a large part of the problem with it.

Reply #63 Top
While I don't like superweapons I guess they can be somewhat balanced.

The real problem arrives when you mix RPG elements with superweapons. For instance; having a big gun destroy three of your fifth level capital ships that you trained so carefully with one blow. THAT is a problem.

As long as the ships (bots, worms, whatever) are something you have no attachement to it won't hurt you too much to see them destroyed in swarms. As soon as you grow an attachement to some of them (like capital ships in Sins) you are seriously ****ed off to see them destroyed before they were even given a fighting chance.

Note that I don't know how strong the superweapons in Sins really are. I just wrote a general oppinion.

EDIT; I agree with Karma that games in general take no notice on tactics. In a case of a double the force the other side has no chance of winning. In RTSs only numbers matter. True, some feature support units that heal etc. but there is little or no tactics like ambush, flanking etc. Brute force all the way. IMO it's because of the very hard AI coding.
Reply #64 Top

The superweapons in Sins can't target individual ships. If you think about it, there's really no way a weapon hundreds of millions of kilometers distant could hit a moving target like a ship.

Reply #65 Top
The superweapons in Sins can't target individual ships. If you think about it, there's really no way a weapon hundreds of millions of kilometers distant could hit a moving target like a ship.

That's understandible, but can it destroy my preccccioussssss?! As I wrote, I'd hate to see the ship I "fell in love with" destroyed in one blow, no chance to defend itself of flee...
Reply #66 Top
In my openion if a person is able to get that far in reashearch and have enuf reasorses to bild the weapon then they deserve to win the game. Just think whoever it is that is able to build the cannon would either have almost beat the game or of put alot of reasorses aside. and if they put alot of reasorses aside you should have been able to beat them befor they got the cannon if not then face the facts and admit the person with the huge cannon is a better player that you are.
Reply #67 Top
why not just put in the death-star... that was really balanced
counter by aiming single-man fighter torpedoes at exhaust vent... im sure Sins can make it happen

+SupCom was a great game.... just saying..
+is still great
Reply #68 Top
jperzio, could you please talk in full sentences? Nothing is more annoying (to me, anyway) than someone who doesn't bother to make sense out of their own thoughts. It indicates criminal laziness and an innate disrespect for the English language, even on the internet.
Terribly sorry to bother you.
Enjoy the superweapons! :P
Reply #70 Top
True! I didn't notice that.
It seems this topic is dead.
Reply #71 Top
I'm going to watch annatar and schems replay again....so entertaining!
Reply #72 Top
Hi all :d 
On the subject of super weapons I must be honest and say I DONT like them,
they usually are overpowered and ruin the game for people who are doing less well economically in it, by removing any chance they have to counter the opposing sides regular troops, ;p  (even if you can wipe out his fleet he’s still got the uber gun guess we may as well decide ive lost) it just seems to be a hope killer.
HOWEVER I do realize this is my own view and not the view of others SO I don’t mind if they are included but Pls Pls PLs PLS PLS Prity prity please with a kol on top put a switch that disables them that would really make me as a gamer happy and I think it would make the game far more noobie friendly as well.

Ps we were all once noobs so respect them  :SURPRISED: (besides there’s more of them than us) :CONGRAT: 
Reply #73 Top
is the novalth cannon a structure that has to be built. i got to that level and did the resurch. still won the war though. playing lv1 3 player's plus pirates.
Reply #74 Top
Why did you resurrect this thread instead of starting a new one? The OP is 7 months ago.
Reply #75 Top
Ok, first off, basic grammar skills people! Spellcheck FTW!

Secondly... ahh, its so nice having 20 super cannons firing off in succession while set to autofire. Opponents = No More!